//const char* VertexShaderData =

#version 330 core   
layout (location = 0) in vec3 aPos;   
layout (location = 1) in vec3 aColor;   
layout (location = 2) in vec2 aTexCoords;   
 
out vec3 ourColor;  
out vec2 TexCoords;  



uniform mat4 projection;
uniform mat4 model;
uniform mat4 view;
 
void main()     
{ 
   ourColor = aColor; 
   TexCoords = aTexCoords;
   gl_Position =projection * view * model * vec4( aPos,1.0f );  
}  